Iskiela: Unity | Signups and OOC

fatalrendezvous

Ever forward.
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Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Prestige
  5. Douche
  6. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Futanari
  4. No Preferences
Genres
Fantasy (High and Low), Sci-Fi, Modern Fantasy, Modern Realistic, Apocalypse, Drama, Romance... I have lots of interests!
CLICK HERE to be taken to the IC!​

  • Iskiela: Unity is a player-driven roleplay (inspired by an old Iwakuan, Murasaki-sama) that takes place in a low-fantasy world called Iskiela. It occurs right around the time of a ritual called The Unification, a time-honored peacekeeping tradition that matches an heir from each of the Ten Nations of Iskiela with another and unites them in marriage.

    The catch: Heirs do not get to choose who their character will marry. This will be done at random once all Heir spots have been filled. Depending on male/female gender balance, this MAY result in same-sex pairings, but it almost certainly WILL result in craziness!

    Players of an Heir will be able to come up with the name of their nation, their politics, their trade specializations, etc., and are also required to pursue at least one relationship outside the one assigned for their marriage. These non-Unity relationships do not need to be romantic, and they do not need to be reciprocal - that is, if you play Character A and choose to have A fall in love with Character B, Character B is not obligated to make it easy or fun for character A to fall in love.

    There is a definite end for Iskiela: Unity in mind. I have plot events in place to move the story along, although I am more than willing to be flexible and to let the events of the story shape the outcome!

    Iskiela: Unity players can expect a story of fantasy drama, action, courtly intrigue, romance, politics, and just a liiiittle bit of off-the-wall unpredictability! If this interests you, read on!
  • Iskiela: A Brief History

    Many centuries ago, Iskiela was a very different place.

    Ancient historical texts recount tales of a world constantly embroiled in war. Nations clashed over resources, over ideals, over religion... and sometimes just for the sake of conquest. We are told of dark and trying times, of hunger, of fear, of uncertainty.

    But the flames of war can only burn for so long before they run out of kindling.

    After countless years of warring and bloodshed, the leaders of the ten nations of Iskiela - tired and battle-worn descendants of their less agreeable forefathers before them - convened in a summit to reconcile their differences. They agreed to meet in the heart of Iskiela, in the nation of Amberholm, to negotiate terms.

    It is unclear how long the ensuing deliberations lasted. Some say months, others years. Ambassadors, thinkers, and scholars poured in from all reaches of the land to sit beside what had once been their bitter enemies in order to reach an agreement: to keep the peace, once every fifty years Iskiela would hold a ritual known as the Unification.

    Each leader of the Ten Nations would send an heir - son or daughter - to Amberholm, to be wed to the heir of another nation.

    ...Again, many centuries ago, Iskiela was a very different place.

    We now know peace, brotherhood, and unity. The Ten Nations have flourished thanks to trade and the transfer of ideas. While of course we still have our differences, they typically result in little more than border skirmishes and idle threats. It is a tenuous, delicate peace, but it is one that the Unification has helped to uphold.

    Now, another half-century is upon us, and once again the Nations will send their Heirs to Amberholm to be wed, so we may celebrate and honor Iskiela's past, and look forward towards the future.​

    General Info

    Magic
    Magic is rare in Iskiela. Ancient stories tell that it used to be more widespread and more common, but the powers of magic have waned in the centuries since the First Unification. Children are often told tales of powerful mages that could char the earth with pillars of flame, but nowadays magic is naught more than a cheap parlor trick. Few even believe that "real" magic ever really existed.

    Creatures
    There are legends in Iskiela of dragons, griffins, sea serpents and other fantastical beasts. Nobody alive has ever seen one, but occasionally we discover the remains of animals far larger than ones that we know currently. Animals in current Iskiela are not magical, and the largest ones nowadays are typically livestock, predators, or beasts of burden.

    Technology
    Roughly medieval. Iskielans commonly use swords, spears, and bows in combat, though gunpowder is beginning to find some (limited) use in cannons and in primitive explosives. Horses are still the fastest mode of ground transportation, and boats and ships rely on sails. No steam power, no gas, no electricity.

    Diplomacy
    Since the First Unification, war has been extremely uncommon and heavily frowned upon, thanks to pressure to keep the peace from other uninvolved nations. If war does occur, it typically results in little change in terms of land possession or border movement, and is often mediated by other nations to help resolve conflict. That said, there are some long-standing and deep-burning rivalries still in place, tenuously held at bay by the Unification.

    Language
    Most nations have their own native language (players are not required to come up with this, but you are welcome to if you feel so inclined), but Iskiela has adopted a global language often referred to as the General, or Common tongue.

  • Map of Iskiela. Unnamed nations have been numbered for identification.
    Iskiela.jpg

    Political map of Iskiela with map elements removed, to show the borders of each nation.
    Iskiela Political Map.jpg


  • Rules
    • Players may play citizens of Amberholm, an Heir, or a member of an Heir's entourage.
    • You do not HAVE to play an Heir if you don't want to. If you just want to be a part of the story, you are more than welcome and I will find a place for you!
    • If you plan to play a non-Heir character that is NOT from Amberholm, please get the okay from that nation's player first.
    • Players may not play more than one Heir character.
    • Each Heir will be engaged to another Heir. Pairings will be announced after all spots are filled.
    • Additionally, each Heir will be required to form another "non-Unity" relationship. These may be secret lovers, best friends, enemies, political allies, etc., and will NOT be predetermined. Players are encouraged to collaborate with other players on further character relationships, but every Heir must have at least one non-Unity relationship with another character.
    • All primary player characters must be human. Heirs should be age 16-30. Non-Heir characters can be any reasonable age.

    Posting Expectations
    • I aim for Iskiela: Unity to be roughly Adept to Prestige.
    • Please be proactive! Seek out character interaction, and do not be afraid to ask other players to collaborate and work with you.
    • If you are playing an Heir, you are welcome to assign names to mountains/forests/rivers etc. that lie within your nation's territory. Get creative with the map and I will adjust it to reflect changes made by players.
    • I actively encourage players to act for other characters - for example, streamlining long action sequences into a few posts, or consolidating conversations. This not only reduces the "waiting game" effect, but also helps to move the story along and can even make you a better writer. Make sure you communicate with your roleplay partners first and get their approval before you act for their character!
    • Iskiela is less a roleplay and more of a collaborative writing project. When the story begins I will share the approximate plot breakdown with all other players, and welcome every writer's input on how to shape the story.
    • This will be a roughly PG-13 or R roleplay (leaning towards R). No smut, and no excessive gore or violence.
    • I'm aiming for a post roughly once or twice a week from primary characters, but willing to be flexible depending on how the speed of the RP is moving. Please be aware that if you are gone too long (or if you flat-out disappear) I may hand control of your character(s) to another player.
    • I utilize in GMing what is sometimes called the "karma system." It is my way of keeping characters in line if/when they overstep their character's abilities or abuse power levels. The easiest way to think of the karma system is to remember that your decisions in this game matter, and the game will adjust to compensate for them. Don't expect to go on a killing spree in town without consequences later on.

  • Players MUST use these skeletons. I will not compromise on this. Feel free to decorate it / color it / format it / reorganize it / otherwise pretty it up however you like, but the content must not go beyond what is contained in these skeletons. Feel free to reserve Nations if you like, but be aware I may open them back up if we don't hear from you!

    BE BRIEF! I am not looking for an in-depth understanding of your characters; just the basics. Let the players discover all the facets of your character in the game, not at the character select screen before the game even starts.

    Characters

    Name:

    Age:

    Appearance: (Pictures preferred! Otherwise, be brief)

    Occupation: (What your character does for a living. Heirs can have an occupation too, but don't necessarily have to)

    Nationality: (What nation your character is from)

    Formal Title: (If any. Keep in mind, "Heir of [Nation]" can be a title if you want)

    Five Words That Describe Your Character: (Five separate, individual words, without further elaboration)

    Notable Skills: (4 maximum. Brief explanation allowed)

    Nation Info

    Because of the nature of the game, and because every nation is already well-known and well-understood by people of other nations, you can explain a bit more on nation info.

    Nation Number and Name:

    Capital City:

    System of Government: (This description should also include the person of power who is the Heir's parent.)

    Basic Terrain and Weather: (Please use the map! Nation 5 is obviously cold, and Nation 6 is desert. Use your best judgment!)

    Trade Specialization: (How does your Nation conduct trade with other Nations? What does your Nation specialize in that allows it to make money?)

    Notable or Interesting Facts:

    Anything Else: (Optional)

  • List of Nations/Heirs:
    These characters are the center of the RP. The character does not have to be a prince or princess, if the nation has a non-monarchical system of government; however, the person must be a child of the current leader of the country.

    RESERVATIONS ARE OPEN AND FIRST-COME, FIRST-SERVE.

    # Nation Heir Writer
    1​
    Fairlea Echo Astraea Fiona
    2​
    Bocaccia Nero Di Acuto Hecatoncheires
    3​
    The Dominion of Praxus Elendi Vasernas Mglo
    4​
    Aurum, the Golden Dawn Gilead unanun
    5​
    Sor Kal Moira En Mar ItariChan
    6​
    OPEN
    7​
    Matžem Dag Caoileann Ó Deághaid Lesbingus
    8​
    Romorant Apollonia Rehn Ariel
    9​
    The 13 Melodies Loros Lumenstile rissa
    10​
    Amberholm Helene Meriva fatalrendezvous


    Non-Heir Characters:

  • Any player-created lore, either of their own heirs / nations or of their interactions with other nations, will go here. Reach out to the other heirs and plot!

    While you certainly don't need to go out of your way incorporate these things, nations DO often know about other nations so it makes sense to reference a thing or two every now and then - it helps give this world life!

    People from each nation are referred to as:
    Fairleans
    Bocaccians
    Praxians
    Aurochs
    Sor Kali
    Valorado/a
    Matzem
    Romorantin
    Melodites
    Ambers

    Nation 1 - Fairlea

    • Fairlea exports mostly wools and crops, the most well-known of which is a... well, a plant, of sorts, with a sweet smell and taste, called mama lulu. It is often used to soothe anxiety and relieve tension. Most effective when smoked or steeped in a tea. WARNING: Overuse of mama lulu while pregnant can result in the children being born with pointed ears.
    • Receptiveness towards the recreational use of mama lulu varies by nation and culture.

    Nation 2 - Bocaccia

    • Nothing yet!

    Nation 3 - Dominion of Praxus

    • The Dominion of Praxus is a highly militaristic nation. This often causes tensions and is seen by some as open disrespect towards the Unification.
    • Praxus is also well known for producing excellent horses.
    • Many of the world's finest ores and minerals come from Praxus.

    Nation 4 - Aurum

    • Aurum is well-known for offering its services on a sort of contract / outsource basis to any person of any nation. While anyone in Aurum can be leased for their services, the nation is best known for its logicians, arithmeticians, and specialists in other highly educated fields.
    • Considering Aurum's heavy focus on education, its universities are some of the finest in Iskiela and are world-renowned.

    Nation 5 - Sor Kal

    • Nothing yet!

    Nation 6 - Las Valoradas

    • Nothing yet!

    Nation 7 - Matžem Dag

    • Nothing yet!

    Nation 8 - Romorant

    • Nothing yet!

    Nation 9 - The 13 Melodies

    • Nothing yet!

    Nation 10 - Amberholm

    • Because of the nation's centrality, Amberholm is a trading hub and many people of different nations reside in Amberhall to make a living off of selling their nation's primary goods in the city.
    • As a result of the nation's relative wealth and abundance of exotic goods, the nation has a bandit problem outside the walls of Amberhall. The forests and rivers can be treacherous during the night time, due to river pirates and rogues from other nations looking to make a quick profit. Travelers going to and from Amberhall are advised to stick to well-trod paths in the daytime.
    • As a nation, Amberholm claims fairly wide borders. But the vast majority of Ambers either live within the city of Amberhall proper or in the farmland immediately outside its walls. For this reason, the names Amberholm (the nation) and Amberhall (the city) are almost interchangeable.
    • Men from Amberholm and Romorant tend to clash in the regions along the river, mercenaries or brigands from either side meeting swords over squabbles or petty thievery.



  • Join the Discord!

    Joining the Discord server is not required, but it helps to keep informal chatter and plotting in one place where it's easy to comb through and search later.


  • HELP! WHAT DO I DO!?

    As a general rule: Don't be afraid to move scenes forward. Collaborate with your co-writers! Don't just react to previous posts; act as well! Assuming you aren't doing something absolutely bonkers, I'll probably roll with it.

    Chapter 1 Survival Guide
    • Chapter 1 is loose and easy and is meant as an intro chapter.
    • Heirs arrive to Amberhall and are received by a welcome party, namely Nanette and possibly Helene.
    • The main roads are like a parade. Everyone wants a chance to see the pretty nobles. Do your characters bask in the glory or do they hide? Did they maybe arrive days ahead of time in secret specifically to avoid the pageantry? Are they late? Why?
    • Once at the Keep, Heirs will be escorted to their quarters, which are furnished and will have most of the comforts of their home nations.
    • How do your heirs feel about the unification? Excited? Disgusted? Nervous? Do they need some mama lulu to relax?
    • Settle in and explore. Feel free to help worldbuild the city of Amberhall if you like. I will follow your lead on most things. Amberhall is like a slightly less shitty version of King's Landing from Game of Thrones.
    • Non-heirs can also take this time to start some antics as well. With all the city's attention turned upon the arrival of the Heirs, I'm sure you could get away with a lot of unsavory and/or illegal things...
 
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I'm assuming The Thirteen Melodies are rissa's creation, yet to be unveiled :)

Also, I wanted to formalize a request for some worldbuilding on my part! Would you be open to having a scholar from Aurum as an advisor in a trusted position, or have members of the court study there? By its nature as a transit hub for trade, Aurum mixes cultures, peoples, and has nearly open borders, so it does not have a military, and its native population is far smaller than the volume of other peoples who pass through. Its unstated foreign policy is to build a dependence on its scholars (basically, Dune's mentats) so its neutrality is tacitly understood.
 
I'm assuming The Thirteen Melodies are rissa's creation, yet to be unveiled :)

Also, I wanted to formalize a request for some worldbuilding on my part! Would you be open to having a scholar from Aurum as an advisor in a trusted position, or have members of the court study there? By its nature as a transit hub for trade, Aurum mixes cultures, peoples, and has nearly open borders, so it does not have a military, and its native population is far smaller than the volume of other peoples who pass through. Its unstated foreign policy is to build a dependence on its scholars (basically, Dune's mentats) so its neutrality is tacitly understood.

Apollonia is a voracious learner, and seeks to surround herself with the best. She'd definitely want a scholar in her court, and have some of her own train in Aurum as well.
 
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si, apologies, i was expecting to have my sheet finished ln but i conked instead // almost done tho
 
The 13 Melodies

Embroiled in a long and storied history, much of it bloody, the Melodite motherland is, as of late, an idyllic pastel paradise attempting to absolve deeply felt wounds. The 13 Melodies is and has always been, a collection of oddities - they're mummers and magicians, mariners and merchants, mavens and masons - a band of peoples, separate only by geography, that have only ever been fiercely loyal to one another. Until now. Unification gave the 13 Melodies a great many things, but without the external conflict to bring them together, they've turned inward, snapping at each other's throats. With thirteen ruling houses, political subterfuge is rampant, and with Unification Year upon Iskiela, so too is the choosing of the next Warden of Melodies.

They call themselves Melodites, for each ruling family births a new melody into the world. They're songs of life for an ancient goddess that can only be awoken with the right tune.

Nation Overview [9]


Nation Number and Name: The 13 Melodies [9]
Capital City: Lelaleba
System of Government: Oligarchy State

In a rush to select the next Warden of Melodies and therefore select the heir for Unification, a tally went out to all the ruling houses and in the end, they chose Brorki Lumenstile. Except he died of mysterious causes before he could complete the meticulous and spiritual ceremony that solidifies one as Warden, and with no time left to re-tally, the eldest Lumenstile daughter has become Warden of Melodies. Who she's going to choose - brother or sister - for Unification is still unclear.

Basic Terrain and Weather: The 13 Melodies rests atop a rather large emeraldine island, split diagonally by a jagged, rocky mountain range. Unique to Iskiela, the 13 Melodies has a mild year-round temperature, albeit humid and prone to heavy rain showers (which ofttimes causes flooding of crops and homes). Other than your particularly harsh winter, Glyswing doesn't experience many extreme temperatures.

Trade Specialization: Melodites are only capable of growing a select few foodstuff: parsnips, scallions, carrots, cabbage, oats, and barley. Nettles, parsley, pears, and plums are also wildly popular, though only capable of growing south of the Monogua range.

Notable or Interesting Facts: The seeds from the vl'alos flower can be turned into powder (meant to be burned as incense, though many who use mama lulu are known to coat their pipes in a fine layer of dust before smoking) that causes one to see colors more vibrantly. Most of the populace not within the ruling family who have innate magic often end up as mummers, able to perform in plays unlike any mainlander.

Anything Else: A random (but most commonly within the ruling families) number of people each generation seem to be born with the innate talent for magic. In the past few centuries this has caused a cultural stir, an attempt to reforge their spiritual connection with the world, and harness magic like in the days of old. They haven't gotten anywhere though. Two mage towers have been erected, for those curious minds who wish to study their small innate magic.

Innate magic is limited to the D&D 5e cantrips prestidigitation and druidcraft and even the most studied and blessed cannot have more than four of the options listed. For anyone interested in potentially having Melodite blood, perhaps first through third generation children could potentially have a max 2 of the options?

In the native Melodite tongue, the island that shelters and welcomes the 13 Melodies is named Glyswing, and it is considered sacred; the island and the word itself. To say it in vain is a deep cultural and spiritual offense.

Glyswing is a rather large emeraldine island, split diagonally by a jagged, rocky mountain range. Unique to Iskiela, the 13 Melodies has a mild year-round temperature, albeit humid and prone to heavy rain showers (which ofttimes causes flooding of crops and homes). Other than your particularly harsh winter, Glyswing doesn't experience many extreme temperatures. Due to this, however, Melodites are only capable of growing a select few foodstuff: parsnips, scallions, carrots, cabbage, oats, and barley. Nettles, parsley, pears, and plums are also wildly popular, though only capable of growing south of the Monogua range. Their diet consists of the aforementioned vegetables and fruit, as well as seafood and yak. As beasts of burdens, yak isn't too often eaten - usually around sacred holidays, namedays, or particularly hard winters. The evaporation pools north of the Monogua range is overseen by three separate ruling families, as it's the chief Melodite export.

The thirteen Wards that comprise the 13 Melodies each have a ruling family - called Stewards - that govern the nation as a whole. When Unification first shook the foundation of the 13 Melodies, they created the Warden of Melodies, the de facto leader in the eyes of Melodites and the rest of the world. A new family is voted in every 49 years or thereabouts, in their promise and dedication to Unification.

Magic, the little that they're capable of, is both cherished and coveted, despite it being nothing more than parlor tricks and quality of life improvements. It's a budding belief that creativity and spirituality go hand in hand, and the more creative you are with your magic, the stronger a magician you'll be. While chiefly seen within the thirteen ruling families, magic does pop up within the peasant and mercantile classes, and due to the abundance of new mummer troupes, traveling Iskiela alongside Melodite mariners, a new bardic caste is already in the cultural subconscious.

Due to their insatiable curiosity and compulsion with magic, the Melodites have taken to Aurum's scholastic ways, going so far as to sending scholars-to-be every seven years. Many of the ruling families will purchase tenures for First Class Aurum Scholars, so their heirs can be taught worldly knowledge from someone with the highest pedigree.

Chief Imports: Mama lulu, silver, Sor Kal bows, knowledge/expertise in select fields

Chief Exports: salt, oats & barley, parsnips, scallions, carrots, entertainment, vl'alos powder

Pinterest Board

Cast Overview


Loros Lumenstile


Age: 21

Appearance: As pictured, with the following exceptions: his dark hair is streaked with white, similarly to his mothers, and his eyes are a soft, jade green.

Occupation: N/A; scholar of magic turned heir

Nationality: Melodite

Formal Title: Heir of Lumenstile, Heir of the 13 Melodies

Description: Quiet. Studious. Unforgiving. Meticulous. Judicious.

Notable Skills

Worker of Magic - Loros has recently discovered his fourth and final magical ability and will probably never forgive his sister for sending him off to Amberholm, knowing full well he wanted to stay locked away in his tower, studying his budding magic.

Eyes Closed, Ears Open - Melodites are fine-tuned to voices and melodies, and Loros is no different. He has a keen, natural ability to dissect the hidden meanings behind words, and often knows when people are lying.


Aditya Solovloes


Age: 23

Appearance: As pictured, with the following exceptions: Her upper lids are painted with khol dyed red, to better guise her stained lips and under eyes.

Occupation: Governess-in-training; Scholar-in-training

Nationality: Melodite

Formal Title: Scholar (hoping to one day reach First-Class)

Description: Vivacious. Rational. Calculating. Perceptive. Magnanimous.

Notable Skills

Quill at the Ready - Melodites may have dropped their swords and tridents long ago, but their brutality has never wavered, their focii simply shifting to something else. Aditya is a lover of words, of knowledge and history, and the subtle ways in which they can be used.

Elephantine Memory - Aditya never forgets a face. Her memory is one of her greatest assets, a trait first noticed by the Aurum Scholar the Solovloes have on tenure. With recommendation of private tutelage before being sent to the greatest guild college in Argentum.



nemo i took yer code again ope


The 13 Melodies


Embroiled in a long and storied history, much of it bloody, the Melodite motherland is, as of late, an idyllic pastel paradise attempting to absolve deeply felt wounds. The 13 Melodies is and has always been, a collection of oddities - they're mummers and magicians, mariners and merchants, mavens and masons - a band of peoples, separate only by geography, that have only ever been fiercely loyal to one another. Until now. Unification gave the 13 Melodies a great many things, but without the external conflict to bring them together, they've turned inward, snapping at each other's throats. With thirteen ruling houses, political subterfuge is rampant, and with Unification Year upon Iskiela, so too is the choosing of the next Warden of Melodies.

They call themselves Melodites, for each ruling family births a new melody into the world. They're songs of life for an ancient goddess that can only be awoken with the right tune.

Nation Overview [9]


Nation Number and Name: The 13 Melodies [9]
Capital City: Lelaleba
System of Government: Oligarchy State

In a rush to select the next Warden of Melodies and therefore select the heir for Unification, a tally went out to all the ruling houses and in the end, they chose Brorki Lumenstile. Except he died of mysterious causes before he could complete the meticulous and spiritual ceremony that solidifies one as Warden, and with no time left to re-tally, the eldest Lumenstile daughter has become Warden of Melodies. Who she's going to choose - brother or sister - for Unification is still unclear.

Basic Terrain and Weather: The 13 Melodies rests atop a rather large emeraldine island, split diagonally by a jagged, rocky mountain range. Unique to Iskiela, the 13 Melodies has a mild year-round temperature, albeit humid and prone to heavy rain showers (which ofttimes causes flooding of crops and homes). Other than your particularly harsh winter, Glyswing doesn't experience many extreme temperatures.

Trade Specialization: Melodites are only capable of growing a select few foodstuff: parsnips, scallions, carrots, cabbage, oats, and barley. Nettles, parsley, pears, and plums are also wildly popular, though only capable of growing south of the Monogua range.

Notable or Interesting Facts: The seeds from the vl'alos flower can be turned into powder (meant to be burned as incense, though many who use mama lulu are known to coat their pipes in a fine layer of dust before smoking) that causes one to see colors more vibrantly. Most of the populace not within the ruling family who have innate magic often end up as mummers, able to perform in plays unlike any mainlander.

Anything Else: A random (but most commonly within the ruling families) number of people each generation seem to be born with the innate talent for magic. In the past few centuries this has caused a cultural stir, an attempt to reforge their spiritual connection with the world, and harness magic like in the days of old. They haven't gotten anywhere though. Two mage towers have been erected, for those curious minds who wish to study their small innate magic.

Innate magic is limited to the D&D 5e cantrips prestidigitation and druidcraft and even the most studied and blessed cannot have more than four of the options listed. For anyone interested in potentially having Melodite blood, perhaps first through third generation children could potentially have a max 2 of the options?

In the native Melodite tongue, the island that shelters and welcomes the 13 Melodies is named Glyswing, and it is considered sacred; the island and the word itself. To say it in vain is a deep cultural and spiritual offense.

Glyswing is a rather large emeraldine island, split diagonally by a jagged, rocky mountain range. Unique to Iskiela, the 13 Melodies has a mild year-round temperature, albeit humid and prone to heavy rain showers (which ofttimes causes flooding of crops and homes). Other than your particularly harsh winter, Glyswing doesn't experience many extreme temperatures. Due to this, however, Melodites are only capable of growing a select few foodstuff: parsnips, scallions, carrots, cabbage, oats, and barley. Nettles, parsley, pears, and plums are also wildly popular, though only capable of growing south of the Monogua range. Their diet consists of the aforementioned vegetables and fruit, as well as seafood and yak. As beasts of burdens, yak isn't too often eaten - usually around sacred holidays, namedays, or particularly hard winters. The evaporation pools north of the Monogua range is overseen by three separate ruling families, as it's the chief Melodite export.

The thirteen Wards that comprise the 13 Melodies each have a ruling family - called Stewards - that govern the nation as a whole. When Unification first shook the foundation of the 13 Melodies, they created the Warden of Melodies, the de facto leader in the eyes of Melodites and the rest of the world. A new family is voted in every 49 years or thereabouts, in their promise and dedication to Unification.

Magic, the little that they're capable of, is both cherished and coveted, despite it being nothing more than parlor tricks and quality of life improvements. It's a budding belief that creativity and spirituality go hand in hand, and the more creative you are with your magic, the stronger a magician you'll be. While chiefly seen within the thirteen ruling families, magic does pop up within the peasant and mercantile classes, and due to the abundance of new mummer troupes, traveling Iskiela alongside Melodite mariners, a new bardic caste is already in the cultural subconscious.

Due to their insatiable curiosity and compulsion with magic, the Melodites have taken to Aurum's scholastic ways, going so far as to sending scholars-to-be every seven years. Many of the ruling families will purchase tenures for First Class Aurum Scholars, so their heirs can be taught worldly knowledge from someone with the highest pedigree.

Chief Imports: Mama lulu, silver, Sor Kal bows, knowledge/expertise in select fields

Chief Exports: salt, oats & barley, parsnips, scallions, carrots, entertainment, vl'alos powder

Pinterest Board

Cast Overview


Loros Lumenstile

Age: 21

Appearance: As pictured, with the following exceptions: his dark hair is streaked with white, similarly to his mothers, and his eyes are a soft, jade green.

Occupation: N/A; scholar of magic turned heir

Nationality: Melodite

Formal Title: Heir of Lumenstile, Heir of the 13 Melodies

Description: Quiet. Studious. Unforgiving. Meticulous. Judicious.

Notable Skills

Worker of Magic - Loros has recently discovered his fourth and final magical ability and will probably never forgive his sister for sending him off to Amberholm, knowing full well he wanted to stay locked away in his tower, studying his budding magic.

Eyes Closed, Ears Open - Melodites are fine-tuned to voices and melodies, and Loros is no different. He has a keen, natural ability to dissect the hidden meanings behind words, and often knows when people are lying.


Aditya Solovloes

Age: 23

Appearance: As pictured, with the following exceptions: Her upper lids are painted with khol dyed red, to better guise her stained lips and under eyes.

Occupation: Governess-in-training; Scholar-in-training

Nationality: Melodite

Formal Title: Scholar (hoping to one day reach First-Class)

Description: Vivacious. Rational. Calculating. Perceptive. Magnanimous.

Notable Skills

Quill at the Ready - Melodites may have dropped their swords and tridents long ago, but their brutality has never wavered, their focii simply shifting to something else. Aditya is a lover of words, of knowledge and history, and the subtle ways in which they can be used.

Elephantine Memory - Aditya never forgets a face. Her memory is one of her greatest assets, a trait first noticed by the Aurum Scholar the Solovloes have on tenure. With recommendation of private tutelage before being sent to the greatest guild college in Argentum.
 
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Hello! I haven't finished reading everything yet but I am very intrigued and wanted to ask if there was still room to join?

Other Questions:
What are the roles of the non heir characters?
Can non heirs be engaged if related to the heir's?

(Most of my questions have to do with the non heirs since I they are what's left lol)
 

Name: The Most Honorable Kester Lachlan Vasernas
Age: 51
Occupation: Royal Advisor to Ambitor Elendi of Vasernas
Formal Title:
Royal Duke of Tol Tovn, Hammer of Amand, The Bulwark of Praxus, Keeper of the Gates of Argon, Sacristan of Tol Brandir, Alderman of the Tithe, Slayer of the Lion of Aximand, Butcher of the Argent Coast, Margrave of the Southern Sands, Warden of the Threeway Sea, Verderer of Delamere, Quencher of Thirst, Curator of the Malvern Flats

Five Words That Describe Your Character:
Gracious
Stalwart
Resolute
Thorough
Vigilant


Notable Skills:
- Put pen to paper boy, with both hands lad don't tell me it's too hard.
- Aye, an axe like her? She's a two-hander, though I prefer to use one.
- Get your hands off me, I've had worse with far less to bloody coddle me.
- An army marches on it's stomach? Of course, shall we start their fast?
 
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Hello! I haven't finished reading everything yet but I am very intrigued and wanted to ask if there was still room to join?

Other Questions:
What are the roles of the non heir characters?
Can non heirs be engaged if related to the heir's?

(Most of my questions have to do with the non heirs since I they are what's left lol)
Non heir characters can still be involved. There will be a plot beyond just the Unification, and the other heirs can either have a hand in it, respond in person as it happens, or react from afar in their homeland when they receive word.

I will do my best to work non-heir characters in whenever possible.

Also, non-heirs can be engaged, but they will not be officially wed as part of the unification ceremony.
 
Based on the gender distribution right now, it looks like:
  • 5 females (Echo, Moira, Coileann, Apollonia, Helene) and 1 likely female from @Killassi - LASSI
  • 3 males (Nero, Elendi, Loros)
  • 1 undecided based on how @unanun decides to gender his characters / which character is ultimately chosen as the heir
For the sake of gender balance (since the Unification ritual is meant to generate heirs of mixed lineage between nations, thereby making nations less likely to go to war with each other because of blood ties, even if they're weak).

I am considering genderswapping Helene into a male, with more or less the same personality. I even have an alternate faceclaim ready to fire.

What are your thoughts on gender balance? Should we shoot for 5/5 or are you guys okay with the potential possibility that your characters (especially for anyone writing a female heir) might end up getting paired with another character of the same gender?
 
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Based on the gender distribution right now, it looks like:
  • 5 females (Echo, Moira, Coileann, Apollonia, Helene) and 1 likely female from @Killassi - LASSI
  • 3 males (Nero, Elendi, Loros)
  • 1 undecided based on how @unanun decides to gender his characters / which character is ultimately chosen as the heir
For the sake of gender balance (since the Unification ritual is meant to generate heirs of mixed lineage between nations, thereby making nations less likely to go to war with each other because of blood ties, even if they're weak).

I am considering genderswapping Helene into a male, with more or less the same personality. I even have an alternate faceclaim ready to fire.

What are your thoughts on gender balance? Should we shoot for 5/5 or are you guys okay with the potential possibility that your characters (especially for anyone writing a female heir) might end up getting paired with another character of the same gender?
while interesting from a roleplay perspective, the kingdoms who end up with same-sex couples are kinda getting shafted out of an heir. do you think there’s any lore precedence with smth like this? perhaps unions can be expunged or a third party joins?
 

81pbhmfgjdz91.jpg


They could easily adopt. The Roman emperors adopted heirs all the time, for example.
 
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81pbhmfgjdz91.jpg


They could easily adopt. The Roman emperors adopted heirs all the time, for example.

True! But for some cultures this would be a slap in the face or even worse, cause for demotion if no personal heirs are given. 🤔
I suppose we could leave it up to the kingdoms who it happens to
 
Hello! I haven't finished reading everything yet but I am very intrigued and wanted to ask if there was still room to join?

Other Questions:
What are the roles of the non heir characters?
Can non heirs be engaged if related to the heir's?

(Most of my questions have to do with the non heirs since I they are what's left lol)
Non heir characters can still be involved. There will be a plot beyond just the Unification, and the other heirs can either have a hand in it, respond in person as it happens, or react from afar in their homeland when they receive word.

I will do my best to work non-heir characters in whenever possible.

Also, non-heirs can be engaged, but they will not be officially wed as part of the unification ceremony.
Okay Awesome, I'm going to see about making characters for this RP next weekend if it's still open then!
 

81pbhmfgjdz91.jpg


They could easily adopt. The Roman emperors adopted heirs all the time, for example.

True! But for some cultures this would be a slap in the face or even worse, cause for demotion if no personal heirs are given. 🤔
I suppose we could leave it up to the kingdoms who it happens to
Haven't even made a character yet but If it doesn't ruin anything and we wanna keep the same-sex couples, there could also be the ideas of concubines or second spouses. That does lead to more polyamorous relationships, and I know that was definitely a thing that happened within royal families to secure an heir, but I don't know if it's something players would want to do or even an option that could be on the table. Just an idea!
 
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81pbhmfgjdz91.jpg


They could easily adopt. The Roman emperors adopted heirs all the time, for example.

True! But for some cultures this would be a slap in the face or even worse, cause for demotion if no personal heirs are given. 🤔
I suppose we could leave it up to the kingdoms who it happens to
Haven't even made a character yet but If it doesn't ruin anything and we wanna keep the same-sex couples, there could also be the ideas of concubines or second spouses. That does lead to more polyamorous relationships, and I know that was definitely a thing that happened within royal families to secure an heir, but I don't know if it's something players would want to do or even an option that could be on the table. Just an idea!
si!! thats what i was hintin at with third parties!

also just want to unabashedly throw out that i have 7 ruling families from the 13 melodies up for grabs, if anyone would like to play non-heir characters and brainstorm wit me 🥰
 
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I just saw that i was tagged here XD
I'd love to jump in if theres still room, but let me read through everything first and see if i can come up with anything thats a good fit for whatever still may be open. XD
 
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credit: Midjourney AI artist Bot

Name: Howl of En Mar (aka Red or Golden Eyes)

Age:
27

Appearance:
As shown, eyes are gold. Average height, lean build

Occupation:
Bard / odd jobs as needed

Nationality:
Sor Kal

Formal Title:
He wants one, but no one has offered him any. He'll happily answer to "Lord of Song" though.

Five Words That Describe Your Character: Relaxed, Observant, Gentle, Loyal, Gossip

Notable Skills:
Musician - He can play the drum, zither, and panpipe. Also has a notable singing voice

Story teller - if he's heard it he can tell it, and he tries to make sure his telling is memorable.

Composer - a fair number of his songs and stories are his own creation

Hunter - Yes he had to have a day job. He's a decent shot with a bow and knows how to work a knife.




credit: Midjourney AI artist Bot

Name: Isadore Amanstelle (Isie)

Age:
30

Appearance:
As Shown. Green eyes, lean muscled build, Average height

Occupation:
Sword Guard to the Heir of the 13 Melodies

Nationality:
13 Melodies

Formal Title:
The Silver Blade of the Jade Quinate

Five Words That Describe Your Character:
Sassy, Opinionated, Determined, Focused, Hot Headed

Notable Skills:
Blade Singer: Raised in the guild she has been trained in the ways of the sword,
and it is her honor to be chosen for the sword guard of the heir. She can use her blade quickly and efficiently and is also trained in the use of long knives.

Observant - She's trained to be aware of her surroundings

Navigation - she's been taught to find her direction based on the appearance of stars, sun, and shadows.
 
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lauretta.jpgName: Lauretta Tassinanti

Age: 24

Occupation: Queen

Nationality: Bocaccia

Formal Title: Queen of Bocaccia, Scion of the Tassinanti Noble Family

Five Words That Describe Your Character: Stunning. Sophisticated. Traditionalist. Remorseless. Cold.

Notable Skills:
  • Mistress of Whispers – Having spent the last few years cultivating a network of agents that spreads across Bocaccia's borders and beyond, Lauretta is quickly becoming a highly capable (and ruthless) spymaster.
  • Pride of Old Bocaccia – Groomed from birth to be the very picture of Bocaccian nobility, Lauretta is the essence of what a well-educated and well-spoken lady ought to be. She knows all the right people, wears all the right fashions, attends all the right parties.
"I have given suck, and know
How tender 'tis to love the babe that milks me.
I would, while it was smiling in my face,
Have plucked my nipple from his boneless gums
And dashed the brains out, had I so sworn as you
Have done to this."
- Macbeth
 
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This looks so cool! I immediately had an idea for a servant character. Is anyone interested in having a servant?
 
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This looks so cool! I immediately had an idea for a servant character. Is anyone interested in having a servant?

Apollonia wouldn't mind if said servant is competent.
 
Hey @Ariel, how do you feel about tensions between Romorant and Amberholm in the lands along those borders?

Would Romorantin mercenaries or bandits roam about there possibly, looking to surprise travelers and earn an easy score?